Your normals look completely broken. They look inverted. Are you displaying this in the same program you are baking in? If not, you need to make sure you normals are the same handedness in your baker and your viewer. Also make sure you triangulate your model if you are exporting to anything, programs auto triangulate polys…
Yeah, I am using a normal map. Ah, right. I thought Unity used the same tangent space as Maya. Is there no baker that bakes the same tangent space as unity then? If not, I'll do what you said and use handplane with an object space map. I had the tangent space set to Marmoset in TB2, actually. Changed it to Maya and it…
Thank you for the topic reference, but I dont think its about amount of space or sample sizes because I baked in a much higher samples and got the same result, and there is no skewing at all, the detail are pretty loyal to my high poly but they have a bad result(I don't have a clue what is causing this). Wasn't clear to me…
A new Toolbag 4 beta is now available for testing! Our primary goal with version 4.05 has been to enhance the texture painting experience. We’re happy to share that we’ve added many highly-requested features, quality of life improvements, and made significant gains in performance for texture projects. You’ll also find new…
Hi Everyone, Our texturing process is built upon baking in lighting information and data into a flat diffuse. I'm running into an issue, where normal maps when doing a diffuse render to texture are providing incorrect surface information. It may be easiest for me to illustrate via some simple imagery. Here is a simple…
Once you have your mesh to a point in Zbrush that you would like to retopologize it, depending on the density of the mesh you might decimate it to a more manageable level using Decimation Master. You would then take that decimated mesh and export it either as an OBJ, or as an FBX file format. Now in Maya you would…
On my normal map I got this wierd trace of my low poly model. You can see it clearly on the bottom right islands (for the tounge) where there is a checker pattern in what is a really high-poly model, and the checker pattern is obviously the low poly model. Ambient map without the odd pattern The tounge model for reference…
Toolbag v4.06 (4064) Win10 laptop Intel(R) Core(TM) i5-6200U CPU @ 2.30GHz 2.30 GHz Ram: 8.00 GB 64-bit operating system, x64-based processor Hi guys. Here is a view of the albedo in Marmoset: wireframe on for reference. (above) This is the exported map. 2 formats: TGA 8 bit, PNG 16 bit. Both the same result. Turning off…
So I've been trying to bake this really simple piece for the past day and it doesn't want to work. So here are my results: Here's my best result so far: I've circled all of the problems I'm having: My cage fully encloses my meshm especially around the outer rim, so it should be picking up the normals of the HP. The HP is…